Halo: Combat Evolved Forum
This topic has moved here: Subject: Technical details of engine
  • Subject: Technical details of engine
Subject: Technical details of engine
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Howdy everyone,

I'm looking for any technical details on the Halo engine, things like how pipeline stages are implemented (clipping, culling, etc.), what indoor/outdoor rendering techniques are used, animation, particles, procedural techniques, etc. I know a lot of this is proprietary stuff, obviously. :)

I'm not looking for intricate details, but has anyone seen any details on this stuff?

Nick

  • 09.14.2007 5:47 AM PDT

mind if i ask why?

...you're making your own halo, arent you?

  • 09.14.2007 6:07 AM PDT
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Ask Bungie.

  • 09.15.2007 4:41 AM PDT
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Well, I've got a course where we're supposed to study a game and talk about the techniques they use for this stuff. I haven't had much luck googling anything about specific games and their techniques. I did check out Gamasutra.com too, which sometimes has that sort of stuff. I have a feeling I haven't searched hard enough there too...

I think in the end it's going to be just throwing together a discussion of techniques they could use, and maybe what I can guess they use based on what I can observe by playing the game. Hopefully that'll be alright.

In regards to asking Bungie... I thought that's what I was doing here :) I thought someone might reply but I suppose there's a more direct way to get in touch with them...

  • 09.15.2007 1:10 PM PDT

-Sic transit gloria mundi

I don't know if this helps, but if you can't get the specs from the Halo engine from, well, Halo you might want to try get the specs on Stubbs the Zombie. It's one of the; if not, the only other game built on the Halo engine.

  • 09.15.2007 9:40 PM PDT
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I my self am kinda doing the same thing. Using Game_maker i am trying to replacate the weapons/vehicles/bipd controls in 2D (or 3d if yoy wanted to).

Not as in halo but as in all the stuff behind it. like how the linked all the weapons data together (meta data) ect. and i am also tryng to make it possible to custimize thing just like you can with HMT or HHK ect. its kinda hard to explain.

  • 09.29.2007 12:11 AM PDT
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Oh my god. Lets make our own opensource Halo Clone that runs under Mac OS9.

  • 09.30.2007 5:55 AM PDT

E4web

Well I know 2 certain facts about the engine:

1) It's extremely customisable to the point where you have a new game (i.e. Stubbs the Zombie)

2) It's really easy to break, which is something us PC map makers have learned the hard way. ;-)

Oh, and it uses a cache map file system which allows for the seamless loading of levels and the frenetic combat system. All graphics are drawn real-time and it uses bits and bobs such as the (new) netcode from its predecessor, the Marathon series.

Hope that helps, you should really contact a Bungie employee or something.

  • 09.30.2007 11:44 AM PDT